IkConstraint.h
3.42 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated May 1, 2019. Replaces all prior versions.
 *
 * Copyright (c) 2013-2019, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
 * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
 * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
 * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
 * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
 * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
 * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
 * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
#ifndef Spine_IkConstraint_h
#define Spine_IkConstraint_h
#include <spine/ConstraintData.h>
#include <spine/Vector.h>
namespace spine {
class IkConstraintData;
class Skeleton;
class Bone;
class SP_API IkConstraint : public Updatable {
	friend class Skeleton;
	friend class IkConstraintTimeline;
RTTI_DECL
public:
	/// Adjusts the bone rotation so the tip is as close to the target position as possible. The target is specified
	/// in the world coordinate system.
	static void apply(Bone &bone, float targetX, float targetY, bool compress, bool stretch, bool uniform, float alpha);
	/// Adjusts the parent and child bone rotations so the tip of the child is as close to the target position as
	/// possible. The target is specified in the world coordinate system.
	/// @param child A direct descendant of the parent bone.
	static void apply(Bone &parent, Bone &child, float targetX, float targetY, int bendDir, bool stretch, float softness, float alpha);
	IkConstraint(IkConstraintData &data, Skeleton &skeleton);
	/// Applies the constraint to the constrained bones.
	void apply();
	virtual void update();
	virtual int getOrder();
	IkConstraintData &getData();
	Vector<Bone *> &getBones();
	Bone *getTarget();
	void setTarget(Bone *inValue);
	int getBendDirection();
	void setBendDirection(int inValue);
	bool getCompress();
	void setCompress(bool inValue);
	bool getStretch();
	void setStretch(bool inValue);
	float getMix();
	void setMix(float inValue);
	float getSoftness();
	void setSoftness(float inValue);
	bool isActive();
	void setActive(bool inValue);
private:
	IkConstraintData &_data;
	Vector<Bone *> _bones;
	int _bendDirection;
	bool _compress;
	bool _stretch;
	float _mix;
	float _softness;
	Bone *_target;
	bool _active;
};
}
#endif /* Spine_IkConstraint_h */
